PO/Library/PackageCache/com.unity.test-framework@1..../UnityEngine.TestRunner/Utils/MonoBehaviourTest/MonoBehaviourTest.cs

61 lines
2.6 KiB
C#

namespace UnityEngine.TestTools
{
/// <summary>
/// This is a wrapper that allows running tests on MonoBehaviour scripts. Inherits from <see cref="CustomYieldInstruction"/>.
/// </summary>
/// <typeparam name="T">A MonoBehaviour component created for the test and attached to the tests [GameObject](https://docs.unity3d.com/ScriptReference/GameObject.html).</typeparam>
public class MonoBehaviourTest<T> : CustomYieldInstruction where T : MonoBehaviour, IMonoBehaviourTest
{
/// <summary>A MonoBehaviour component created for the test and attached to the tests [GameObject](https://docs.unity3d.com/ScriptReference/GameObject.html).</summary>
public T component { get; }
/// <summary>
/// A `GameObject` created as a container for the test component.
/// </summary>
public GameObject gameObject { get { return component.gameObject; } }
/// <summary>
/// `MonoBehaviourTest` is a [coroutine](https://docs.unity3d.com/ScriptReference/Coroutine.html) and a helper for writing MonoBehaviour tests.
/// Yield a `MonoBehaviour`Test when using the `UnityTest` attribute to instantiate the `MonoBehaviour` you wish to test and wait for it to finish running. Implement the `IMonoBehaviourTest` interface on the `MonoBehaviour` to state when the test completes.
/// </summary>
/// <param name="dontDestroyOnLoad"></param>
/// <example>
/// <code>
/// [UnityTest]
/// public IEnumerator MonoBehaviourTest_Works()
/// {
/// yield return new MonoBehaviourTest&lt;MyMonoBehaviourTest&gt;();
/// }
///
/// public class MyMonoBehaviourTest : MonoBehaviour, IMonoBehaviourTest
/// {
/// private int frameCount;
/// public bool IsTestFinished
/// {
/// get { return frameCount &gt; 10; }
/// }
///
/// void Update()
/// {
/// frameCount++;
/// }
/// }
/// </code>
/// </example>
public MonoBehaviourTest(bool dontDestroyOnLoad = true)
{
var go = new GameObject("MonoBehaviourTest: " + typeof(T).FullName);
component = go.AddComponent<T>();
if (dontDestroyOnLoad)
{
Object.DontDestroyOnLoad(go);
}
}
/// <summary>
/// (Inherited) Returns `true`` if the test is not finished yet, which keeps the coroutine suspended
/// </summary>
public override bool keepWaiting
{
get { return !component.IsTestFinished; }
}
}
}